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37 lines
1.4 KiB
37 lines
1.4 KiB
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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//
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//
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//=============================================================================
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#ifndef ZOMBIE_ATTACK_H
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#define ZOMBIE_ATTACK_H
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//---------------------------------------------------------------------------------------------
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//---------------------------------------------------------------------------------------------
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class CZombieAttack : public Action< CZombie >
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{
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public:
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virtual ActionResult< CZombie > OnStart( CZombie *me, Action< CZombie > *priorAction );
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virtual ActionResult< CZombie > Update( CZombie *me, float interval );
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virtual EventDesiredResult< CZombie > OnStuck( CZombie *me );
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virtual EventDesiredResult< CZombie > OnContact( CZombie *me, CBaseEntity *other, CGameTrace *result = NULL );
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virtual EventDesiredResult< CZombie > OnOtherKilled( CZombie *me, CBaseCombatCharacter *victim, const CTakeDamageInfo &info );
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virtual const char *GetName( void ) const { return "Attack"; } // return name of this action
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private:
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PathFollower m_path;
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CHandle< CBaseCombatCharacter > m_attackTarget;
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CountdownTimer m_attackTimer;
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CountdownTimer m_specialAttackTimer;
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CountdownTimer m_attackTargetFocusTimer;
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CountdownTimer m_tauntTimer;
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bool IsPotentiallyChaseable( CZombie *me, CBaseCombatCharacter *victim );
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void SelectVictim( CZombie *me );
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};
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#endif // ZOMBIE_ATTACK_H
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